jumpnbump [ options... ] jumpnbump-menu


You, as a bunny, have to jump on your opponents to make them explode. It's a true multiplayer game, you can't play this alone. It has network support.

Use the jumpnbump-menu command to launch a graphical menu allowing you to select the level and set any command line parameter.



Print help.


Print version.

-dat levelname

Load levelname and use it as the level for this game.

-server playercount

Start as server waiting for players.

-connect hostname

Connect (using a network) to another person running jump'n'bump on hostname.

-player num

Set main player to num (0-3). Needed for networking.


Run the program in "screensaver" mode. This is useful with -fullscreen.


Run jump'n'bump in fullscreen mode.


Play without sound.


Play without blood.


Disable flies.


Play with mirrored level.


Play with doubled resolution (800x512).


Play with music but without sound.


The goal of the game is to jump on the other players. Each rabbit has three control keys.

Player 1 (Dott)

Left - Left

Right - Right

Jump - Up

Player 2 (Jiffy)

Left - A

Right - D

Jump - W

Player 3 (Fizz)

Left - J

Right - L

Jump - I

Player 4 (Mijji)

Left - 4

Right - 5

Jump - 8

In the game

Turn on/off computer play (AI) of bunny 1 - 1

Turn on/off computer play (AI) of bunny 2 - 2

Turn on/off computer play (AI) of bunny 3 - 3

Turn on/off computer play (AI) of bunny 4 - 4


You can type these while in the game

  jetpack - you can fly
  pogostick - the bunnies keep jumping
  bunniesinspace - gravity is lower, you can jump higher
  lordoftheflies - the flies are attracted
  bloodisthickerthanwater - water turns to blood


You can add levels in ~/.jumpnbump/levels directory (create it if necessary). To see the added level, you have to restart jumpnbump-menu. The extension name for level is ".dat".


There are two programs in /usr/lib/jumpnbump to help you make your own levels: pack and unpack.


/usr/lib/jumpnbump/pack -o /tmp/newlevel.dat <file1> <file2> <file3> ...

or you can just put all the files in a dir, cd to that dir and do

/usr/lib/jumpnbump/pack -o /tmp/newlevel.dat *

and it will put all the files in the current dir inside the packfile. Don't try things like pack -o stuff.dat ../file.c because it will add ../file.c as the filename in the packfile, which won't work.


/usr/lib/jumpnbump/unpack level.dat

will unpack it in the current directory.


With gobpack you can convert .gob files (which are sprites, described in /usr/share/doc/jumpnbump/gob.txt) into .pcx files which you can edit with The Gimp for example, then convert back to a .gob and use it in your own level.

/usr/lib/jumpnbump/gobpack -u font menu.pcx

will unpack font.gob using the color palette from menu.pcx and write the files font.pcx font.txt. The other gob files should use level.pcx for the correct palette.

/usr/lib/jumpnbump/gobpack font

will generate font.gob from font.pcx and the specifications in font.txt. The .pcx files should be resaved with another program, as they are not packed and are thus very large.


Chuck Mason <[email protected]>, Jon Atkins <[email protected]>, Philippe Brochard <[email protected]>, G\[:u]rkan Seng\[:u]n <[email protected]>, and "timecop" <[email protected]> are the authors of jump'n'bump.

This program is a UNIX port of the old DOS game by brainchilddesign.

This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

This manual page was written by Joe Wreschnig <[email protected]>, for the Debian GNU/Linux system (but may be used by others).